Flubb

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Everything posted by Flubb

  1. Your main motivation seems to avoid drama, but just trying to put a veil of silence on things doesn't help anything and doesn't address the underlying problem why there's drama to begin with. I agree that hogging the uniques isn't optimal, regardless of wether dedicated hunter groups or random people do it, but with the current system it is what it is, with or without announcement. You wanna make sure noone else takes it when you're off your wurm schedule, so I agree somewhat with Aeryck here, there is a distinct lack of incentive to share the creatures to the public. (Although I don't understand why it's not done more on Freedom; if you've deeded over the pen noone can actually take it away, but the public could go into local to at least get some blood? That is, IF you deeded over it, this implies another problem with the current "free for all" approach...)
  2. Some rares like crates are indeed useless, definite +1 for more variety in rare boni. However, the examples given are quite "powerful", remember that a rare tool for instance does as litle as increase the QL by 1 point. Something turning rare is something to be "nice to have", but not completely item altering. Also, you probably don't want to start a discussion about the sleep bonus beds give. it's one that has been had many times before if you want to search for it in the forums.
  3. They're from the Harry Potter franchise...which naturally has jack diddly to do with Wurm. Ironically Hufflepuff is the one house noone gives a crap about.
  4. Involving ropes into climbing could bear some interesting avenues for surface mining steep areas aswell, although it's probably digressing from the original suggestion. May need some work on the details as I see multiple ideas floating around here but some more sophisticaed means to get around in these steep areas would definitely be nice. +1
  5. I can ultimately only speak for myself, but I doubt people here are against adding more "value"(Which isn't strictly in the shape of coins) to skills. It's the direct tie to the monetary system that is clearly jumping the shark, because the implementation will obviously require ludicrously contrived new mechanics and items to achieve that goal. Hence I maintain that the rather borked "useless" skills have their existing mechanics reviewed and tweaked and worry about their market viabilty second. This is a sandbox game first, and trading is just a part of it.
  6. I agree that the range of skills are quite inconsistent in their usefulness and especially their mechanics, picking up your fishing example: I have a pretty decent rod, even rare, willow, 70+ fishing skill, I still get highly varied fish qualities. Same goes for metallurgy as I heard. Coal making is also quite inconistent compared to other skills like farming where you are pretty much guaranteed a certain quality. These skills are usually frustrating to pursue at all, and this should really be addressed. These inconsistent skills aren't entirely uncontroversial, but I think a somewhat healither market could emerge from "fixing" them. Selling high QL alloys for instance could become a better avenue for making money; right now I rarely ever see anyone trying to sell good brass or bronze because it's apperantly (I'm taking this view from impressions on the forum and the ingame chat about this topic and might be wrong) too much of a pain to come by even for dedicated metallurgists. On the other hand...brass and bronze are only needed for niche things and might not be worth trying to offer one way or another. High QL fish could be provided consistenly to cooks from people willing to dedicate the time to grinding fishing and having their characters not do much else, sure, would be nice to see more of that, but how financially viable do you expect this to be? I'll -1 this with a counter proposal: Fix the inconsistencies of product QL among the wide range of skill lists, as some of them seem to be arbitrarily more varied than others. Then see if a healither market emerges as a natural consequence, but don't jump the shark by introducing completely new items, mechanics and concepts to tilt the whole market in favor of skills that will ultimately never be as useful as others in terms of marketability. There is a case to be made about consistency, even in terms of improving market dynamics, but OPs demand in the title alone is one hell of a thing to ask for. My dream was to be a corpse retriever for people who died falling down cliffs. Nerf karma now!
  7. Buoys

    I was so frustrated with having to mark my special fishing spot with a dedicated boat...why didn't I think of this. Big +1
  8. I'm don't really want to inject my opinion on this here because that's what the poll's for, but wouldn't it make sense to differentiate between utensils and ingredients for the question? The drawback with rare ingredients seems to be that it's nigh impossible, if not at least completely unreliable for reproducing a good affinity you happened to find(which is why I don't cook with rare ingredients at all), while utensils basically stay forever unless you let them rot away, allowing for consistently reproducing affinities in them. I'm don't intend to spark a discussion here either; the poll is up as it is and will appearantly not be the last word anyway. I'm just wondering if that thought hadn't occured or (more likely) why it was dismissed? Yes, and now it's a bigger issue because people who originally opted out of having their known affinities changed by not switching to the new system would get them ruffled a bit anyway if rarity was removed, because it would affect both systems.
  9. There's definitely room for improvement as to how we can assist new players, however, the idea of buffing up start deeds like that seems overkill to me, and not only because of what Retrograde said. As this ends up being a community effort either way, as in needing volunteers, I think it's reasonable to approach this with small steps and make bringing in newbies better for both sides in the confines of the current system, rather than completely changing it and altering the fundamental experience of Wurm. This means: It's on us to make this work first, the devs second. I know this isn't how a game should work but it's a very community driven game and given the start of this paragraph, I think it's a fair assessment. What I find "dangerous" about the OP suggestion is how fundamentally different life outside of the starter deeds may seem afterwards, completely taking the new settlers-to-be aback. Designing your game's first impression to appeal better only works if the remaining experience stays somewhat consistent with it, and bustling towns are not something that strikes me as very common. But this is me speaking as a Xanadian. What I also see as a problem from this perspective is the limited mobility of new players. Your ways to get around are: Walking for hours on end(maybe riding a cow for less than hours - but still hours), one village teleport that might bring you some place you don't like, and suiciding. (Which one will rightfully think is bollocks.) That's just me speaking and may be entirely subjective, especially loaded with some "experience" in trying to take in new players, but I'd be a lot less relucant to bring in newbies on my own if I knew that I won't have to either 1) make them walk about an hour from Whitefay over a dangerous highway full of trolls, which I know most people will just "TL;DW" and quit the game. 2) dedicate said hour to pick them up from Whitefay to find they'll just quit the game anyway. 2) make them blow their only village teleport on my desolate refuge that does have accomodations and workshops to start but noone but me around playing. So they just quit without a word. That's something I'll adress in a second once the technical stuff is out of the way. Lifting some restrictions on joining, leaving and teleporting to deeds (even if just temporarily up until X weeks playtime, or as a newbie buff like the ones that already exist) will benefit the newbies' chance to explore the game before dedicating to one place and take some burden off the mayors to worry about scaring off players or having some small shack built somewhere off the deed because the newbie decided overnight to strike out on their own after all. I may seem petty and territorial saying this with all the land mass Xanadu has to offer, but that's exactly the point: I don't to bring people in if they end up making cheap shacks all around my deed where I made some serious landscaping efforts not only on deed, but also for infrastructure all around, when there's so much more space to build but they have no good chance to get there without making substantial efforts that you cannot reasonably expect from ANYONE who isn't even deicded on dedicating time on this game yet. Whew, that was a sentence. TL;DR: Make it easier for newbies to explore the actual settlement options and deed offers so mayors don't have to worry that much about taking them in. Regarding theft and vandalism: Permission management. Lock your valuable stuff away and you're fine, but there have been other suggestions like chaining tools to workstations like forges which would make sense to include into this discussion. The current system allows you to protect your treasured belongings for most intents and purposes tho. Vandalism that happens off deed is a concern that I share and mentioned before but I also believe it would be less of a problem if just sticking around wasn't the path of least resistance by such a large margin. While we're at it, there's another point I want to entertain: How DO you introduce someone into the game without scaring them off and have them leave over night without a word? Is the communtiy having any discussion about this, and is it worth discussing at all? This may be a topic for a Town Square thread rather than Suggestions, as it is not technical in nature, but it'd be interesting to share knowledge and experience about which "recruiting techniques" worked best to make new players stick around. I usually just told them "there be workshops, I'm here for questions, if you wanna start with something you could do X". X being some task that can be done by a newbie, like making shafts or planks or bricks because you can always use that, or dig up some clay from a flat patch I have designated for that to increase digging. Especially good for newbies as the first levels of digging can be absolutely stupid and frustrating to gain in uncharted lands with the slope restriction. So...I try to let them run wild and do their thing because that's how you play a sandbox game, you entertain yourself with what the game offers rather than having it handed to you. My idea is not to hold their hands and order them to do stuff, but to provide a friendlier environment to get into the game, like a player established "Mentor town". So far everyone ran off overnight though after doing said task without asking further questions and most of them aren't playing anymore. So apart from the technical stuff I feel like discussing tactics for recruitment is also a topic of interest, but that may be because I have the wrong idea about this.
  10. +1, I had to start selling furs to the token because they started cluttering up my cheapo BSB. They are that useless, and severely need some more uses one way or another. (Fur clothing? Probably a topic for another thread though.)
  11. They would have "more power" by virtue of the QL gain Klaa mentioned in the OP, but what if my Gem is already (or nearly) 100QL? Those would be strangely left out if QL gain was everything to it. "More power" could instead be a multiplier on the favor a priest draws from a cut gem. As of now they get up to twice the amount of favor stored, which is pretty buff already, but with this rework the factor could range from 1 to xxx(3, 4? I don't know honestly), with factor 1 being rough, unprocessed gems. (That is, rough gems only give back exactly as much power as was drawn.) Another, more elaborate idea I'm just gonna throw in the room: Repairing. Instead of losing QL, gems could get damaged by usage to a degree that reflects the lost QL in loss of effective QL (Draw 10 stored points from a 50QL gem -> 20 damage, so that the gems effective QL is 40, which is pretty much what happens now) The repairing mechanics would be similiar(but probably somewhat more punitive for balance reasons) to the normal repair, where a high skill is needed to retain the QL on similiar levels. This would make high QL gems very valuable in the hands of an able gem cutter as they would last a lot longer, while the degradation is pretty much the same when the gem owner has no skill to speak of. (And noone to do it for him. Gem maintenance could become a new service offered on the trade market)
  12. Cannot attend due to work, but I dropped 2 crates of ~77QL ch. corn and went home because I'd rather get the sleep bonus while logged off. But if anyone with space for 2 crates passes by Windspears in G18 on the way home and can return them afterwards that'd be appreciated. (They are dirt cheap to make but hey, it's the thought that counts.)
  13. Having headdesked a few times doing stupid mistakes, I added some buttons to make moving recipes across the tabs way more direct rather than deleting something from the archive after recreating it on the workbench. To celebrate lazy convencience, I've packed it as a full release again having added some ingredients again, be wary not to overwrite your own ingredients.txt if you're upgrading and you've edited it to your liking or added ingredients of your own that you don't want to add again.
  14. Oh, gravely misinformed on the light token... my bad. I have two priests (from player gods, as you low key predicted) and they both just happened to have it, giving me a wrong sense of ubiquitousness of that spell. ¯\_ツ_/¯ I just think it'd be more natural and in tune with the current system to have some new PvE spells added (Like Ignite from the OP) and perhaps even old spells revamped to scale a bit more with channeling beyond binary success chances, to have "non-enchanters" profit from it in a more tangible way without dramatically changing the system or adding "new" mechanism to priesthood.
  15. I see where you're comnig from, Finnn, but was there no way to be a tad more civil about it? On Topic: The idea is interesting but to be entirely honest this exact proposal doesn't feel very well thought out. I wouldn't bring this up in a suggestion thread if you weren't so specific, by the way. But there are some abilities that feel rather shoehorned or out of place here (For instance: Why a spectral compass? And every priest has Light Token for nearly no favor cost, so why do we need Moonlight and why is it harder to reach than Unseasonal Harvest, which is massively more useful?) The primary incentive for channeling is to get better rolls on your buffs, that's what a priest subjects themselves to the massive restrictions for. You could make a case that no priest does channeling only and that the spells may at least give them a little bit of an edge in the niche tasks they are now confined to, but I don't see why these couldn't be minor spells common to all deities instead of part of a completely new mechanism that is tied to a skill in some contrived way. Some of the abilities you suggest would still reward higher channeling in the same "tangible way" if they were spells, like the Ignite one. Geomancy, while intruiging, isn't a light suggestion though. It entails the question about how essential gems are to a priests work/livelihood and if such a thing really must be obtainable through non-RNG ways. There's a big design choice behind changing that and it's probably worth of a discussion on its own.
  16. I want to have things as low maintenance as possible aswell, because I have different toons that also require my button pressing powers. That's why I go with the jucing approach, but also climb and nearly drain my stamina with some "intense" action (Making cloth strings gets you there comfortably in the confines of your home). Juicing itself doesn't use much stamina but the timer and skill ticks increase proportionally to stamina drained, as with many skills. Not the most efficient approach in terms of skill per time by far but one click of a button gives you a good minute to tend to other things, depending on how many actions you can queue.
  17. Greetings, the Rift is in G19 this time. Made the timer a little bit later, may be a tiny bit off... Location on the comm map: There's plenty of docking space on/around my deed "Windspears" with a 1 tile road leading pretty much right into the Rift. Literally. The beam is 2 tiles apart from the road. The route is a bit scenic but after climbing up the serpentine road from my deed you just need to keep heading east. It's pretty straightforward. I'll get to flattening an area for the base camp south of the Rift later, this should be the best attack vector because the area in all other directions is pretty terrible to ride over. I'll bring provisions and tools aswell (Forge, barrels of water and food, mailbox, chopped corn, mats for stone altars, cotton. Anything I forgot on this list?) There's a nearby mine for iron aswell, conincidentally. Just ask me ingame when you're there, I think there was some decent quality iron in there.
  18. It wouldn't because it does something entirely different. Read the actual post. well, this first version was just something I made for personal use, so I cut short my work using WPF because I'm on Windows anyway and I was familiar with the framework which is pretty well suited for a dynamic UI like this one. It could be rewritten in Java but with some more legwork being done by myself rather than the framework.. So...no promises just yet.
  19. Seems I have picked a very unfortunate phrasing. I was saying I made a spreadsheet to loosely record my affinities (just for me, nothing to be released because there's nothing worthwhile to be shared in a simple table), but didn't like it. And it was used for something entirely different. Basically a barebone version of this tool. I was presenting a case why I did what I did and where I was coming from, which is apparent from the following sentence that you're conveniently missing in your quote. My spreadsheet has nothing to do with yours. I reckon enough people made a spreadsheet to use the tabular layout to record their affinities. But I'm repeating myself here. No, I'm not calling anyone out, you're absolutely misreading this. I was vaguely hinting that out there you could go ask some datamined oracle for the affinities, and that's fine and all, but I personally prefer experimenting and finding them out. This isn't downgrading. I respect the work that goes into working out these machinations based on data samples, I just personally prefer to explore it myself. And that's why I did nothing remotely comparable to your tool. So you'd have to elaborate on how this is a rip off from your tool, as I understand both do completely different things? Mine is just an easier storage than a spreadsheet, while you're trying to predict affinities given certain samples? One can even use them concurrently. Really, I don't get why you're gettiing your pants in such a twist other than by completely misreading just about everything that could be conceived as bashing your work.
  20. I just followed up on this and you are correct, a rare bowl produced the same affinity as a normal bowl. Updating the post, thanks for pointing that out. Don't know where I got that idea from.
  21. Woah, easy there. I wasn't ###### talking anyone or didn't intend to. All I wanted was a simple tool to record the affinities you discover get experimentally because that's how I prefer to do it. That's why I said "personally". I also seem to be missing what fact I should get "right" here. What you describe seems congruent to what I vaguely hinted at. The spreadsheet on my part was just a table I loosely punched everything in without any code, and I was dissatisfied with it and replaced it with my solution proposed above. That's all I said, not that you cannot do it with spreadsheets. I'm clarifying that because you included the spreadsheet part in the quote but I'm not sure what the problem with that is.
  22. Greetings, Wurmians. I'll cut to the case where I'm coming from with this: With the introduction of food affinities I quite immediately started making records of what affinities I can get on which characters, of which I have 3, with which meal. As a sort of "affinity hunt". (I'm aware some people have data mined the crap out of it and can predict affinities somehow, but personally, where's the fun in that?) First iteration was a spreadsheet. A quick and dirty approach that gets the job done somehow. But finding duplicates in this mess is almost impossible and using multiple tabs to separate types of food to bring some order into the long list of clutter only makes searching for affinities take more time. Also, I had resorted to abbreviating a lot just not to be typing a minute before cooking. Granted, you could probably set up a spreadsheet to make this all more comfortable, but I wanted a more streamlined approach. Which I implemented in a small WPF application that uses combo boxes to cut all the typing short and make searching for a recorded affinity a few clicks away from results. This was made for personal use mostly, but I decided I might aswell put it up for the 3 people who might use it aswell. https://github.com/StandbyMode/WurmRecipeManager/releases Requirements: This is a .NET application, so naturally you'll need that. You'll likely have a fitting version anyway unless you are still stuck on Windows XP. .NET Core appearantly doesn't support WPF, though, so that won't work. And no, Mono won't cut it either by a long shot. But the sources are up in the repo, if someone wants to do a Mono port, permissions is hereby granted as long as the original source is credited or you send me a request to incorporate your solution to be put up on the release page. (In which case, the porter is being credited, obviously) Installation: Extract the contents of the .zip anywhere you like, it should be able to run as is. Before you run the application, open "consumers.txt" and enter your characters names whose affinities you want to record, one line per character. Usage: You'll find 3 tabs to work with, which will allow you to assemble meals, record their affinities on your characters that are listed in "consumers.txt", and let you search for affinities or given names respectively. A quick rundown of each tab: Workbench: What do? Give your meal a name; or don't. Names are only used later in the searching function and solely for user convenience/recognition. Duplicate names are allowed, as long as the recipe is different. Empty names will default to "Generic Food". I'm creative like that. Choose a container this meal is cooked in, then add ingredients. The big "+" button will conjure comboboxes to choose an ingredient from, alternatively you can press CTRL+A, unless your cursor is currently in the text box. Tip: I specifically used combo boxes so one can enter the first few letters of an ingredient and have it jump to the best match. Modifiers like "chopped" and "diced" are thus placed in parenthesises behind the ingredient so I could just use the arrow keys to select the modifier after I selected my basil or canine meat. All combo boxes do this by default. You can also press TAB to circle through the boxes, so that using the mouse is obsolete up until finishing the recipe by clicking "Cook Recipe". This will check if any such recipe cooked in this container with these ingredients are already in your database and make avoiding duplicate records an absolute no-brainer. If the recipe is new, it is moved into the next tab. Consumers: This is pretty straightforward; the recipe is cooked and up for tasting. My 3 characters have had a bit of fried troll here. If someone were missing at a given time, worry not; closing the program will not delete recipes listed here and preserve them as you left them. There's also a non-skill "Unassigned", for when you have any reason not to taste a meal with some character. You can still search for "Unassigned" later on like any normal skill and change it. (See next tab.) When you want to save the recipe with the recorded affinities for good, click the ugly little "->", which is tooltipped with "move to archive", which is what we'll do now. Archive: The troll based recipe is now in the archive and could be found - for instance - by searching for the "Baking" affinity on my main character "Flubb". Alternatively, I could enter "troll" in the text box and search by name using the obvious button. In the left column, this will return the results of any given search. The middle column will tell you how to reproduce the meal, and the right column shows all the recorded affinities for this recipe. A selected recipe can be deleted for good ("Delete from archive") or moved back to the Consumers-Tab ("Reassign affinities") in case you have an unassigned affinity you want to record after archiving a recipe or when you realize affinities have changed for a meal after an update. Troubleshooting: An ingredient I want to use is not in the list! Like your characters, ingredients are loaded from a textfile. Notice the "Lists" menu in the top bar? Here you can choose "Open ingredients file" to open your standard text editor with "ingredients.txt", which is shipped in the .zip and needs to be in the same directory as the executable. Add your ingredient, or change the list to your hearts content, and save. No need to restart the application though, just go back into the menu "Lists" and select "Reload ingredient list". I'm doing it this way because including EVERYTHING from the get go would be tedious and there are also recipes that use other things that need to be cooked first, like pastry based recipes. I don't know how deep that rabbit hole goes, so I decided to do it the lazy way; if I don't need it yet, I'm not missing it yet. Though ideally everything that fits in a FSB should be already in the ingredients.txt in shipping state. You forgot a container in the list! Any missing container can be added the same way ingredients can. A skill is missing in the list of affinities! Turns out copypasting the wikipage for skills didn't include them all. Just to be sure, I just put all the skills in a textfile instead of hardcoding them into the program. Who knows if any new skills will be introduced in the future aswell. So basically: See both points above to fix that. I want to add a new character. Well, you know what to do by now I hope. Though with consumers I should warn you that it might be a bit finnecky and buggy. I tried to cover all ends theoretically that I could think of but didn't delve into a lot of testing. To be sure, try not to have any active recipes in the "Consumers" tab while reloading it or even better, make sure to have your characters listed prior to starting the application for the first time. Restarting the application should solve most situations of bindings going haywire, but make a backup of your "recipes.sqlite" file prior to modifying the consumers.txt nonetheless. Until I can be bothered to really try and break ###### and fix it in the next update, the safest bet is to just not modify "consumers.txt" while the application is running. With every other list, it should be totally safe though. Patch history: 1.0.1: (Minor update, just extract it over your installation to update) - Hovering over names in the consumer tab shows its ingredients and container. - Ingredient list in the archive is sorted alphabetically to line up better with a sorted FBS' content. - Some fixes 1.1.0: Improved recipe handling This update itnroduces a few new buttons to let you move recipes across processing stages more freely. Namely you can now click "<-" to move a recipe from Consumers back to Workbench, in case you find you've done a mistake in the setup. Double clicking the name will make it editable, so renaming doesn't require a recipe to be moved back to the workbench. Similiarly, the archive now lets you "Adapt a new recipe". This will copy the recipe back to the workbench where you can make slight adaptions to create a new recipe without the hassle of entering all the ingredients again. The "Fork Recipe" button will similiarly make mass inventign recipes easier, as this will copy the recipe to the Consumers tab without clearing the workbench. TODO: (For when I can be bothered to do anything on this at all.) - Possibly review the handling of adding consumers, if problems arise. - Make icons for the buttons in the consumers tab. Any feedback can be left in this thread, if any reasonable TODOs arise from it I'll add them to the list. In that case even with actual priority, not the half-baked "I could do this but probably won't" points I add myself. Happy affinity hunting, with or without this tool.
  23. If you're coming by boat and wishing to take the scenic route, you can also dock here at Windspears, pretty much exactly west of the Rift. There's a serpentine road climbing arduously uphill to the east with a road you can pretty much blindly follow by sticking to going east whenever a chocie is presented and continuing until you run into the mountain under which the Rift is situated. After that it's obviously just the road south and then cutting into the woods at an appropiate point, unless someone has already paved a makeshift one.
  24. "After chasing it down for what should have been a task of 5 minutes and ended up taking several hours, Torbjin decided to remove his gauntlet before digging through the unicorns intestines who ate their key to the house because "it would get dirty". Failing to graps at words, Harvald turns away and pretends to not know his travel companion."
  25. Sounds great, I'll be there, bringing my Nahjo and Paaweelr priests aswell. The only skill I can offer fully is carpentry at 85, but I have around 50+ points in BS, FC, Fletching, Masonry and Pottery to help with intermediate imping if that's any worth to you.